/* gl_draw.c Draw functions for chars, textures, etc Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/dstring.h" #include "QF/image.h" #include "QF/quakefs.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/va.h" #include "QF/vid.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_rsurf.h" #include "QF/GL/qf_textures.h" #include "QF/GL/qf_vid.h" #include "QF/GL/types.h" #include "compat.h" #include "gl_draw.h" #include "r_internal.h" #include "sbar.h" #include "varrays.h" #define CELL_SIZE (1.0 / 16.0) // conchars is 16x16 #define CELL_INSET (1.0 / 4.0) // of a pixel typedef struct { float tlx, tly; float trx, try; float brx, bry; float blx, bly; } cc_cell_t; static int textUseVA; static int tVAsize; static int *tVAindices; static int tVAcount; static float *textVertices, *tV; static float *textCoords, *tC; static qpic_t *draw_backtile; static cc_cell_t char_cells[256]; static int translate_texture; static int char_texture; static int cs_texture; // crosshair texturea static byte color_0_8[4] = { 204, 204, 204, 255 }; typedef struct { int texnum; } glpic_t; typedef struct cachepic_s { char name[MAX_QPATH]; qboolean dirty; qpic_t pic; byte padding[32]; // for appended glpic } cachepic_t; #define MAX_CACHED_PICS 128 static cachepic_t cachepics[MAX_CACHED_PICS]; static int numcachepics; static byte menuplyr_pixels[4096]; static void Draw_InitText (void) { int i; if (vaelements < 0) { textUseVA = 0; tVAsize = 2048; Sys_MaskPrintf (SYS_DEV, "Text: Vertex Array use disabled.\n"); } else { textUseVA = 1; if (vaelements > 3) tVAsize = vaelements - (vaelements % 4); else tVAsize = 2048; Sys_MaskPrintf (SYS_DEV, "Text: %i maximum vertex elements.\n", tVAsize); } if (textVertices) free (textVertices); textVertices = calloc (tVAsize, 2 * sizeof (float)); if (textCoords) free (textCoords); textCoords = calloc (tVAsize, 2 * sizeof (float)); if (textUseVA) { qfglTexCoordPointer (2, GL_FLOAT, 0, textCoords); qfglVertexPointer (2, GL_FLOAT, 0, textVertices); } if (tVAindices) free (tVAindices); tVAindices = (int *) calloc (tVAsize, sizeof (int)); for (i = 0; i < tVAsize; i++) tVAindices[i] = i; } qpic_t * Draw_MakePic (int width, int height, const byte *data) { glpic_t *gl; qpic_t *pic; pic = malloc (field_offset (qpic_t, data[sizeof (glpic_t)])); pic->width = width; pic->height = height; gl = (glpic_t *) pic->data; gl->texnum = GL_LoadTexture ("", width, height, data, false, true, 1); return pic; } void Draw_DestroyPic (qpic_t *pic) { //FIXME gl texture management sucks free (pic); } qpic_t * Draw_PicFromWad (const char *name) { glpic_t *gl; qpic_t *p, *pic; tex_t *targa; pic = W_GetLumpName (name); targa = LoadImage (name); if (targa) { p = malloc (sizeof (qpic_t) + sizeof (glpic_t)); p->width = pic->width; p->height = pic->height; gl = (glpic_t *) p->data; if (targa->format < 4) { gl->texnum = GL_LoadTexture (name, targa->width, targa->height, targa->data, false, false, 3); } else gl->texnum = GL_LoadTexture (name, targa->width, targa->height, targa->data, false, true, 4); } else { p = pic; gl = (glpic_t *) p->data; gl->texnum = GL_LoadTexture (name, p->width, p->height, p->data, false, true, 1); } return p; } static void Draw_ClearCache (int phase) { cachepic_t *pic; int i; if (phase) return; for (pic = cachepics, i = 0; i < numcachepics; pic++, i++) pic->dirty = true; } qpic_t * Draw_CachePic (const char *path, qboolean alpha) { cachepic_t *pic; int i; glpic_t *gl; tex_t *targa; // First, check if its cached.. for (pic = cachepics, i = 0; i < numcachepics; pic++, i++) if ((!strcmp (path, pic->name)) && !pic->dirty) return &pic->pic; // Its not cached, lets make sure we have space in the cache.. if (numcachepics == MAX_CACHED_PICS) Sys_Error ("menu_numcachepics == MAX_CACHED_PICS"); gl = (glpic_t *) pic->pic.data; if (!strcmp (path + strlen (path) - 4, ".lmp")) { // Load the picture.. qpic_t *dat = (qpic_t *) QFS_LoadFile (path, 0); if (!dat) Sys_Error ("Draw_CachePic: failed to load %s", path); // Adjust for endian.. SwapPic (dat); // Check for a .tga first targa = LoadImage (path); if (targa) { if (targa->format < 4) { gl->texnum = GL_LoadTexture ("", targa->width, targa->height, targa->data, false, alpha, 3); } else gl->texnum = GL_LoadTexture ("", targa->width, targa->height, targa->data, false, alpha, 4); } else { gl->texnum = GL_LoadTexture ("", dat->width, dat->height, dat->data, false, alpha, 1); } pic->pic.width = dat->width; pic->pic.height = dat->height; if (!strcmp (path, "gfx/menuplyr.lmp")) memcpy (menuplyr_pixels, dat->data, dat->width * dat->height); free (dat); } else Sys_Error ("Draw_CachePic: failed to load %s", path); strncpy (pic->name, path, sizeof (pic->name)); // Now lets mark this cache entry as used.. pic->dirty = false; numcachepics++; // And now we are done, return what was asked for.. return &pic->pic; } void Draw_UncachePic (const char *path) { cachepic_t *pic; int i; //FIXME chachpic and uncachepic suck in GL for (pic = cachepics, i = 0; i < numcachepics; pic++, i++) { if ((!strcmp (path, pic->name)) && !pic->dirty) { pic->dirty = true; return; } } } void Draw_TextBox (int x, int y, int width, int lines, byte alpha) { int cx, cy, n; qpic_t *p; // draw left side color_white[3] = alpha; qfglColor4ubv (color_white); cx = x; cy = y; p = Draw_CachePic ("gfx/box_tl.lmp", true); Draw_Pic (cx, cy, p); p = Draw_CachePic ("gfx/box_ml.lmp", true); for (n = 0; n < lines; n++) { cy += 8; Draw_Pic (cx, cy, p); } p = Draw_CachePic ("gfx/box_bl.lmp", true); Draw_Pic (cx, cy + 8, p); // draw middle cx += 8; while (width > 0) { cy = y; p = Draw_CachePic ("gfx/box_tm.lmp", true); Draw_Pic (cx, cy, p); p = Draw_CachePic ("gfx/box_mm.lmp", true); for (n = 0; n < lines; n++) { cy += 8; if (n == 1) p = Draw_CachePic ("gfx/box_mm2.lmp", true); Draw_Pic (cx, cy, p); } p = Draw_CachePic ("gfx/box_bm.lmp", true); Draw_Pic (cx, cy + 8, p); width -= 2; cx += 16; } // draw right side cy = y; p = Draw_CachePic ("gfx/box_tr.lmp", true); Draw_Pic (cx, cy, p); p = Draw_CachePic ("gfx/box_mr.lmp", true); for (n = 0; n < lines; n++) { cy += 8; Draw_Pic (cx, cy, p); } p = Draw_CachePic ("gfx/box_br.lmp", true); Draw_Pic (cx, cy + 8, p); qfglColor3ubv (color_white); } void Draw_Init (void) { int i; tex_t *image; float width, height; qpic_t *ch_pic; Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f, "Texture mipmap quality."); QFS_GamedirCallback (Draw_ClearCache); // load the console background and the charset by hand, because we need to // write the version string into the background before turning it into a // texture image = LoadImage ("gfx/conchars"); if (image) { if (image->format < 4) { char_texture = GL_LoadTexture ("charset", image->width, image->height, image->data, false, false, 3); } else char_texture = GL_LoadTexture ("charset", image->width, image->height, image->data, false, true, 4); width = image->width; height = image->height; } else { draw_chars = W_GetLumpName ("conchars"); for (i = 0; i < 256 * 64; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); width = 128; height = 128; } // initialize the character cell texture coordinates. for (i = 0; i < 256; i++) { float fcol, frow; fcol = (i & 15) * CELL_SIZE; frow = (i >> 4) * CELL_SIZE; char_cells[i].tlx = fcol + CELL_INSET / width; char_cells[i].tly = frow + CELL_INSET / height; char_cells[i].trx = fcol - CELL_INSET / width + CELL_SIZE; char_cells[i].try = frow + CELL_INSET / height; char_cells[i].brx = fcol - CELL_INSET / width + CELL_SIZE; char_cells[i].bry = frow - CELL_INSET / height + CELL_SIZE; char_cells[i].blx = fcol + CELL_INSET / width; char_cells[i].bly = frow - CELL_INSET / height + CELL_SIZE; } ch_pic = Draw_CrosshairPic (); cs_texture = GL_LoadTexture ("crosshair", CROSSHAIR_WIDTH * CROSSHAIR_TILEX, CROSSHAIR_HEIGHT * CROSSHAIR_TILEY, ch_pic->data, false, true, 1); free (ch_pic); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // save a texture slot for translated picture translate_texture = texture_extension_number++; // get the other pics we need draw_backtile = Draw_PicFromWad ("backtile"); // LordHavoc: call init code for other GL renderer modules glrmain_init (); gl_lightmap_init (); Draw_InitText (); } static inline void flush_text (void) { qfglBindTexture (GL_TEXTURE_2D, char_texture); if (textUseVA) { qfglDrawElements (GL_QUADS, tVAcount, GL_UNSIGNED_INT, tVAindices); } else { float *v = textVertices; float *c = textCoords; int i; qfglBegin (GL_QUADS); for (i = 0; i < tVAcount; i++) { qfglTexCoord2fv (c); qfglVertex2fv (v); c += 2; v += 2; } qfglEnd (); } tVAcount = 0; tV = textVertices; tC = textCoords; } static inline void queue_character (float x, float y, int chr) { float *coord = &char_cells[chr & 255].tlx; *tV++ = x; *tV++ = y; *tV++ = x + 8.0; *tV++ = y; *tV++ = x + 8.0; *tV++ = y + 8.0; *tV++ = x; *tV++ = y + 8.0; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; } static inline void tVA_increment (void) { tVAcount += 4; if (tVAcount + 4 > tVAsize) flush_text (); } /* Draw_Character Draws one 8*8 graphics character with 0 being transparent. It can be clipped to the top of the screen to allow the console to be smoothly scrolled off. */ void Draw_Character (int x, int y, unsigned int chr) { chr &= 255; if (chr == 32) return; // space if (y <= -8) return; // totally off screen queue_character ((float) x, (float) y, chr); tVA_increment (); } void Draw_String (int x, int y, const char *str) { unsigned char chr; float x1, y1; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen x1 = (float) x; y1 = (float) y; while (*str) { if ((chr = *str++) != 32) { // Don't render spaces queue_character (x1, y1, chr); tVA_increment (); } x1 += 8.0; } } void Draw_nString (int x, int y, const char *str, int count) { unsigned char chr; float x1, y1; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen x1 = (float) x; y1 = (float) y; while (count-- && *str) { if ((chr = *str++) != 32) { // Don't render spaces queue_character (x1, y1, chr); tVA_increment (); } x1 += 8.0; } } void Draw_AltString (int x, int y, const char *str) { unsigned char chr; float x1, y1; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen x1 = (float) x; y1 = (float) y; while (*str) { if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces queue_character (x1, y1, chr); tVA_increment (); } x1 += 8.0; } } static void crosshair_1 (int x, int y) { Draw_Character (x - 4, y - 4, '+'); } static void crosshair_2 (int x, int y) { unsigned char *pColor; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0); qfglVertex2f (x - 7, y - 7); qfglTexCoord2f (0.5, 0); qfglVertex2f (x + 9, y - 7); qfglTexCoord2f (0.5, 0.5); qfglVertex2f (x + 9, y + 9); qfglTexCoord2f (0, 0.5); qfglVertex2f (x - 7, y + 9); qfglEnd (); qfglColor3ubv (color_white); } static void crosshair_3 (int x, int y) { unsigned char *pColor; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); qfglTexCoord2f (0.5, 0); qfglVertex2f (x - 7, y - 7); qfglTexCoord2f (1, 0); qfglVertex2f (x + 9, y - 7); qfglTexCoord2f (1, 0.5); qfglVertex2f (x + 9, y + 9); qfglTexCoord2f (0.5, 0.5); qfglVertex2f (x - 7, y + 9); qfglEnd (); qfglColor3ubv (color_white); } static void crosshair_4 (int x, int y) { unsigned char *pColor; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0.5); qfglVertex2f (x - 7, y - 7); qfglTexCoord2f (0.5, 0.5); qfglVertex2f (x + 9, y - 7); qfglTexCoord2f (0.5, 1); qfglVertex2f (x + 9, y + 9); qfglTexCoord2f (0, 1); qfglVertex2f (x - 7, y + 9); qfglEnd (); qfglColor3ubv (color_white); } static void crosshair_5 (int x, int y) //FIXME don't use until the data is filled in { unsigned char *pColor; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); qfglTexCoord2f (0.5, 0.5); qfglVertex2f (x - 7, y - 7); qfglTexCoord2f (1, 0.5); qfglVertex2f (x + 9, y - 7); qfglTexCoord2f (1, 1); qfglVertex2f (x + 9, y + 9); qfglTexCoord2f (0.5, 1); qfglVertex2f (x - 7, y + 9); qfglEnd (); qfglColor3ubv (color_white); } static void (*crosshair_func[]) (int x, int y) = { crosshair_1, crosshair_2, crosshair_3, crosshair_4, crosshair_5, }; void Draw_Crosshair (void) { int x, y; int ch; ch = crosshair->int_val - 1; if ((unsigned) ch >= sizeof (crosshair_func) / sizeof (crosshair_func[0])) return; x = vid.conwidth / 2 + cl_crossx->int_val; y = vid.conheight / 2 + cl_crossy->int_val; crosshair_func[ch] (x, y); } void Draw_CrosshairAt (int ch, int x, int y) { ch -= 1; if ((unsigned) ch >= sizeof (crosshair_func) / sizeof (crosshair_func[0])) return; crosshair_func[ch] (x, y); } void Draw_Pic (int x, int y, qpic_t *pic) { glpic_t *gl; gl = (glpic_t *) pic->data; qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0); qfglVertex2f (x, y); qfglTexCoord2f (1, 0); qfglVertex2f (x + pic->width, y); qfglTexCoord2f (1, 1); qfglVertex2f (x + pic->width, y + pic->height); qfglTexCoord2f (0, 1); qfglVertex2f (x, y + pic->height); qfglEnd (); } void Draw_Picf (float x, float y, qpic_t *pic) { glpic_t *gl; gl = (glpic_t *) pic->data; qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0); qfglVertex2f (x, y); qfglTexCoord2f (1, 0); qfglVertex2f (x + pic->width, y); qfglTexCoord2f (1, 1); qfglVertex2f (x + pic->width, y + pic->height); qfglTexCoord2f (0, 1); qfglVertex2f (x, y + pic->height); qfglEnd (); } void Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height) { float newsl, newtl, newsh, newth; glpic_t *gl; gl = (glpic_t *) pic->data; newsl = (float) srcx / (float) pic->width; newsh = newsl + (float) width / (float) pic->width; newtl = (float) srcy / (float) pic->height; newth = newtl + (float) height / (float) pic->height; qfglColor3ubv (color_0_8); qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (newsl, newtl); qfglVertex2f (x, y); qfglTexCoord2f (newsh, newtl); qfglVertex2f (x + width, y); qfglTexCoord2f (newsh, newth); qfglVertex2f (x + width, y + height); qfglTexCoord2f (newsl, newth); qfglVertex2f (x, y + height); qfglEnd (); qfglColor3ubv (color_white); } /* Draw_ConsoleBackground Draws console background (obviously!) Completely rewritten to use several simple yet very cool GL effects. --KB */ void Draw_ConsoleBackground (int lines, byte alpha) { float ofs; glpic_t *gl; qpic_t *conback; GL_FlushText (); // Flush text that should be rendered before the console // This can be a CachePic now, just like in software conback = Draw_CachePic ("gfx/conback.lmp", false); gl = (glpic_t *) conback->data; // spin the console? - effect described in a QER tutorial if (gl_conspin->value) { static float xangle = 0; static float xfactor = .3f; static float xstep = .005f; qfglPushMatrix (); qfglMatrixMode (GL_TEXTURE); qfglPushMatrix (); qfglLoadIdentity (); xangle += gl_conspin->value; xfactor += xstep; if (xfactor > 8 || xfactor < .3f) xstep = -xstep; qfglRotatef (xangle, 0, 0, 1); qfglScalef (xfactor, xfactor, xfactor); } // slide console up/down or stretch it? if (gl_constretch->int_val) { ofs = 0; } else ofs = (vid.conheight - lines) / (float) vid.conheight; color_0_8[3] = alpha; qfglColor4ubv (color_0_8); // draw the console texture qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0 + ofs); qfglVertex2f (0, 0); qfglTexCoord2f (1, 0 + ofs); qfglVertex2f (vid.conwidth, 0); qfglTexCoord2f (1, 1); qfglVertex2f (vid.conwidth, lines); qfglTexCoord2f (0, 1); qfglVertex2f (0, lines); qfglEnd (); // turn off alpha blending if (alpha < 255) { qfglColor3ubv (color_0_8); } if (gl_conspin->value) { qfglPopMatrix (); qfglMatrixMode (GL_MODELVIEW); qfglPopMatrix (); } Draw_AltString (vid.conwidth - strlen (cl_verstring->string) * 8 - 11, lines - 14, cl_verstring->string); qfglColor3ubv (color_white); } /* Draw_TileClear This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. */ void Draw_TileClear (int x, int y, int w, int h) { glpic_t *gl; qfglColor3ubv (color_0_8); gl = (glpic_t *) draw_backtile->data; qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (x / 64.0, y / 64.0); qfglVertex2f (x, y); qfglTexCoord2f ((x + w) / 64.0, y / 64.0); qfglVertex2f (x + w, y); qfglTexCoord2f ((x + w) / 64.0, (y + h) / 64.0); qfglVertex2f (x + w, y + h); qfglTexCoord2f (x / 64.0, (y + h) / 64.0); qfglVertex2f (x, y + h); qfglEnd (); qfglColor3ubv (color_white); } /* Draw_Fill Fills a box of pixels with a single color */ void Draw_Fill (int x, int y, int w, int h, int c) { qfglDisable (GL_TEXTURE_2D); qfglColor3ubv (vid.palette + c * 3); qfglBegin (GL_QUADS); qfglVertex2f (x, y); qfglVertex2f (x + w, y); qfglVertex2f (x + w, y + h); qfglVertex2f (x, y + h); qfglEnd (); qfglColor3ubv (color_white); qfglEnable (GL_TEXTURE_2D); } void Draw_FadeScreen (void) { GL_FlushText (); // Flush text that should be rendered before the menu qfglDisable (GL_TEXTURE_2D); qfglColor4ub (0, 0, 0, 179); qfglBegin (GL_QUADS); qfglVertex2f (0, 0); qfglVertex2f (vid.conwidth, 0); qfglVertex2f (vid.conwidth, vid.conheight); qfglVertex2f (0, vid.conheight); qfglEnd (); qfglColor3ubv (color_white); qfglEnable (GL_TEXTURE_2D); } static void set_2d (int width, int height) { qfglViewport (0, 0, vid.width, vid.height); qfglMatrixMode (GL_PROJECTION); qfglLoadIdentity (); qfglOrtho (0, width, height, 0, -99999, 99999); qfglMatrixMode (GL_MODELVIEW); qfglLoadIdentity (); qfglDisable (GL_DEPTH_TEST); qfglDisable (GL_CULL_FACE); qfglColor3ubv (color_white); qfglEnableClientState (GL_VERTEX_ARRAY); qfglVertexPointer (2, GL_FLOAT, 0, textVertices); qfglEnableClientState (GL_TEXTURE_COORD_ARRAY); qfglTexCoordPointer (2, GL_FLOAT, 0, textCoords); qfglDisableClientState (GL_COLOR_ARRAY); } void GL_Set2D (void) { set_2d (vid.width, vid.height); } void GL_Set2DScaled (void) { set_2d (vid.conwidth, vid.conheight); } void GL_DrawReset (void) { tVAcount = 0; tV = textVertices; tC = textCoords; } void GL_FlushText (void) { if (tVAcount) { flush_text (); } } void Draw_BlendScreen (quat_t color) { if (!color[3]) return; qfglDisable (GL_TEXTURE_2D); qfglBegin (GL_QUADS); qfglColor4fv (color); qfglVertex2f (0, 0); qfglVertex2f (vid.conwidth, 0); qfglVertex2f (vid.conwidth, vid.conheight); qfglVertex2f (0, vid.conheight); qfglEnd (); qfglColor3ubv (color_white); qfglEnable (GL_TEXTURE_2D); }